Ride Skill: Difference between revisions

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The Ride Skill allows a character the ability to be carried by a tame creature of sufficient size, providing mobility and maneuverability both in and out of combat situations. When attempting a Ride Skill check, the Storyteller sets a Target Number based on the difficulty of the maneuver attempted. Meeting or exceeding the Target Number results in success.


The Ride Skill allows a character the ability to ride a tame creature of sufficient size. The mount at least 2 size categories greater than the rider: a Medium creature such as a human or elf could ride a horse, however a troll could not. Small animals such as dogs could be ridden by a faerie. Doing such may require specialized equipment, such as a saddle and bridle. Mounting or dismounting from an appropriate creature requires a Move Action unless otherwise specified.  
Mounts can be bought with coin or occasionally acquired through gameplay with Storyteller approval. The mount must be at least 2 size categories greater than the rider: a Medium creature such as a human or elf could ride a horse, however a troll could not. Small animals such as dogs could be ridden by a faerie.  


Mounts can be bought with coin or occasionally acquired through gameplay with Storyteller approval, and may be trained with the [[Handle Animal Skill]] or by [[Equipment#Mount_Training|spending gold]]. ‘’’In order to properly control a Trained Mount,’’’ the character's Ride Skill must be at a rank equal to or greater than that of their mount's Training. Otherwise, all Ride and Handle Animal checks involving the mount take a -2 Proficiency penalty.
Mounting or dismounting an appropriate creature requires a successful Ride Skill check and consumes a Move Action; additionally it often requires the use of specialized equipment, such as a saddle and bridle. Attempting to ride a mount without appropriate equipment may require an additional [[Handle Animal Skill]] check (if the mount is Untrained) or otherwise incur Ride Proficiency penalties at the discretion of the Storyteller.


Riders may additionally augment their own ability by investing in the [[Mounted Combat]] benefit.  
Mounts are most commonly acquired Untrained, but their utility and value can be improved with the use of the Handle Animal Skill or by [[Equipment#Mount_Training|spending gold]] to hire someone else to train them. In order to properly control a Trained mount, the character's Ride Skill must be at a rank equal to or greater than that of their mount's Training. '''If a mount's Training exceeds the rider's Skill, all Ride skill checks suffer a -2 Proficiency penalty while astride that mount.''' Riders may choose to augment their personal ability by investing time in [[Mounted Combat]] training.  


==Combat Encounters==
==Combat Considerations==
During Combat, the rider can her mount's actions with a successful Ride skill check: a [[Types_of_Rolls#Static_Rolls|static roll]] with a target number based on difficulty determined by the Storyteller. Doing so consumes a Move Action on the rider's turn, and one hand must be kept on the reins when directing the mount's Movement, unless the mount is already Trained or otherwise able to be ridden without a bridle with Storyteller approval.  
During Combat encounters, the rider can use a Move action to direct her mount's actions with a successful Ride skill check. One hand must be kept on the reins when directing the mount to move, unless the mount is sufficiently Trained or otherwise able to be ridden without a bridle with Storyteller approval. Picking up or dropping the reins while mounted is generally a Free Action, as they are easily accessible to the rider. If the reins were forcibly taken or somehow damaged, it may require more effort/a longer action to recover the reins or direct the mount, at the discretion of the Storyteller.  
* Difficult actions or maneuvers while astride - for example, attacking, casting spells, charging or jumping on the mount, attempting to avoid collision or being unseated - require successful Ride skill checks.  
 
* Unless otherwise specified, mounts are generally unable to attack while carrying a rider. Some mounts may be trained or otherwise capable of attacking. For example, a shaman with an appropriate [[Animal Mount]] may be able to have their mount launch an attack on the shaman’s turn.  
Unless otherwise specified, mounts are generally unable to attack while carrying a rider. Some mounts may be trained or otherwise capable of attacking; for example, a shaman with an appropriate [[Animal Mount]] may be able to have her mount launch an attack after moving.
* On an untrained mount, riders may not utilize the [[Stealth Skill]] as a maneuver, and moving out of Concealment while astride will immediately break Stealth, but not magical Concealment (e.g. [[Invisibility]]).
 
* Trained mounts may attempt Stealth Skill checks while being ridden. This uses the rider's Stealth dice, including any applicable armor check penalty, with an additional -1 penalty per Size Class of the rider beyond Medium size. While stealthed, a mount may only move 1/4 of its full Movement Speed (rounded down) without breaking Stealth.  
Difficult actions or maneuvers while astride - such as attacking, casting spells, [[Types of Actions#Charge|Charging]] or jumping , attempting to avoid collision or being unseated - require additional successful Ride skill checks to attempt.
* If a mount takes damage while being ridden, an additional Ride check is required to control the animal. A failure may result in the mount fleeing in an unpredictable direction, while a critical failure would result in throwing the rider.
 
* Dropping the reins on a bridled mount is a Free Action; picking them up is a Fast Action. While reins are in hand, a rider gains +1 Proficiency to Ride skill checks attempting to calm or control her panicked or injured mount.
If a mount takes damage while being ridden, an additional Ride check is required to control the animal. Failure may result in the mount fleeing in an unpredictable direction, while a Critical Failure could result in throwing the rider. Having the reins in hand provides a +1 Proficiency bonus to skill checks attempting to calm or control a panicked or injured mount.
 
===Stealth===
While riding an Untrained mount, riders may only utilize the [[Stealth Skill]] while out-of-combat. After a successful Ride check, they may attempt to Stealth using the rider's maximum Stealth dice (Dex + Stealth), minus any applicable armor check penalty and an additional -1 penalty per Size Class of the rider beyond Medium size. Moving  while astride an Untrained mount will immediately break Stealth, but not Magical Concealment (e.g. [[Invisibility]]). A Trained mount may be directed to enter Stealth even as a maneuver during combat encounters, and may move up to 1/4 of its full Movement Speed (rounded down) per Move Action without breaking Stealth.  


==Example==
==Example==
The young noble Freddy is astride his horse, concealed in the trees at the edge of the forest as he hunts for deer. When one comes into range, Freddy drops the reins as a Free Action to ready his longbow as a Move action, and then attacks with a Standard Action. The arrow hits the deer, and it takes off running in an attempt to flee. On his next turn, Freddy uses a Fast Action to pick up the reins once more in one hand and then uses a Move Action to direct his horse to pursue the deer with a successful Ride check. While his horse is moving, he reduces his remaining Standard Action to a second Move Action to sling his bow safely over a shoulder as they pursue the deer. His horse cannot be directed without both hands on the reins, so he cannot shoot a bow (which requires two hands) while moving. The deer continues to flee.
The young noble Freddy is astride his horse, hidden in the tree line at the edge of the forest as he hunts for deer. When one comes into range, Freddy drops the reins as a Free Action to ready his longbow as a Move action, and then attacks with a Standard Action. The arrow hits the deer, and it takes off running in an attempt to flee. On his next turn, Freddy uses a Fast Action to pick up the reins once more in one hand and then uses a Move Action to direct his horse to pursue the deer with a successful Ride check. While his horse is moving, he reduces his remaining Standard Action to a second Move Action to sling his bow safely over a shoulder as they pursue the deer. His horse cannot be directed without both hands on the reins, so he cannot shoot a bow (which requires two hands) while moving. The deer continues to flee.

Revision as of 16:01, 14 April 2024

The Ride Skill allows a character the ability to be carried by a tame creature of sufficient size, providing mobility and maneuverability both in and out of combat situations. When attempting a Ride Skill check, the Storyteller sets a Target Number based on the difficulty of the maneuver attempted. Meeting or exceeding the Target Number results in success.

Mounts can be bought with coin or occasionally acquired through gameplay with Storyteller approval. The mount must be at least 2 size categories greater than the rider: a Medium creature such as a human or elf could ride a horse, however a troll could not. Small animals such as dogs could be ridden by a faerie.

Mounting or dismounting an appropriate creature requires a successful Ride Skill check and consumes a Move Action; additionally it often requires the use of specialized equipment, such as a saddle and bridle. Attempting to ride a mount without appropriate equipment may require an additional Handle Animal Skill check (if the mount is Untrained) or otherwise incur Ride Proficiency penalties at the discretion of the Storyteller.

Mounts are most commonly acquired Untrained, but their utility and value can be improved with the use of the Handle Animal Skill or by spending gold to hire someone else to train them. In order to properly control a Trained mount, the character's Ride Skill must be at a rank equal to or greater than that of their mount's Training. If a mount's Training exceeds the rider's Skill, all Ride skill checks suffer a -2 Proficiency penalty while astride that mount. Riders may choose to augment their personal ability by investing time in Mounted Combat training.

Combat Considerations

During Combat encounters, the rider can use a Move action to direct her mount's actions with a successful Ride skill check. One hand must be kept on the reins when directing the mount to move, unless the mount is sufficiently Trained or otherwise able to be ridden without a bridle with Storyteller approval. Picking up or dropping the reins while mounted is generally a Free Action, as they are easily accessible to the rider. If the reins were forcibly taken or somehow damaged, it may require more effort/a longer action to recover the reins or direct the mount, at the discretion of the Storyteller.

Unless otherwise specified, mounts are generally unable to attack while carrying a rider. Some mounts may be trained or otherwise capable of attacking; for example, a shaman with an appropriate Animal Mount may be able to have her mount launch an attack after moving.

Difficult actions or maneuvers while astride - such as attacking, casting spells, Charging or jumping , attempting to avoid collision or being unseated - require additional successful Ride skill checks to attempt.

If a mount takes damage while being ridden, an additional Ride check is required to control the animal. Failure may result in the mount fleeing in an unpredictable direction, while a Critical Failure could result in throwing the rider. Having the reins in hand provides a +1 Proficiency bonus to skill checks attempting to calm or control a panicked or injured mount.

Stealth

While riding an Untrained mount, riders may only utilize the Stealth Skill while out-of-combat. After a successful Ride check, they may attempt to Stealth using the rider's maximum Stealth dice (Dex + Stealth), minus any applicable armor check penalty and an additional -1 penalty per Size Class of the rider beyond Medium size. Moving while astride an Untrained mount will immediately break Stealth, but not Magical Concealment (e.g. Invisibility). A Trained mount may be directed to enter Stealth even as a maneuver during combat encounters, and may move up to 1/4 of its full Movement Speed (rounded down) per Move Action without breaking Stealth.

Example

The young noble Freddy is astride his horse, hidden in the tree line at the edge of the forest as he hunts for deer. When one comes into range, Freddy drops the reins as a Free Action to ready his longbow as a Move action, and then attacks with a Standard Action. The arrow hits the deer, and it takes off running in an attempt to flee. On his next turn, Freddy uses a Fast Action to pick up the reins once more in one hand and then uses a Move Action to direct his horse to pursue the deer with a successful Ride check. While his horse is moving, he reduces his remaining Standard Action to a second Move Action to sling his bow safely over a shoulder as they pursue the deer. His horse cannot be directed without both hands on the reins, so he cannot shoot a bow (which requires two hands) while moving. The deer continues to flee.